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+ #ifndef common_samplers_h_included
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+ #define common_samplers_h_included
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+
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+ #define Texture2D uniform sampler2D
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+ #define Texture3D uniform sampler3D
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+ #define Texture2DMS uniform sampler2DMS
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+ #define TextureCube uniform samplerCube
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+
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+ //////////////////////////////////////////////////////////////////////////////////////////
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+ // Geometry phase / deferring //
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+
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+ //sampler smp_nofilter; // Use D3DTADDRESS_CLAMP, D3DTEXF_POINT, D3DTEXF_NONE, D3DTEXF_POINT
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+ //sampler smp_rtlinear; // Use D3DTADDRESS_CLAMP, D3DTEXF_LINEAR, D3DTEXF_NONE, D3DTEXF_LINEAR
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+ //sampler smp_linear; // Use D3DTADDRESS_WRAP, D3DTEXF_LINEAR, D3DTEXF_LINEAR, D3DTEXF_LINEAR
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+ //sampler smp_base; // Use D3DTADDRESS_WRAP, D3DTEXF_ANISOTROPIC, D3DTEXF_LINEAR, D3DTEXF_ANISOTROPIC
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+
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+ Texture2D s_base ; // smp_base
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+ #ifdef USE_MSAA
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+ Texture2DMS s_generic ; // smp_generic
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+ #else
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+ Texture2D s_generic ;
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+ #endif
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+ Texture2D s_bump ; //
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+ Texture2D s_bumpX ; //
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+ Texture2D s_detail ; //
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+ Texture2D s_detailBump ; //
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+ Texture2D s_detailBumpX ; // Error for bump detail
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+ //Texture2D s_bumpD; //
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+ Texture2D s_hemi ; //
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+
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+ Texture2D s_mask ; //
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+
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+ Texture2D s_dt_r ; //
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+ Texture2D s_dt_g ; //
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+ Texture2D s_dt_b ; //
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+ Texture2D s_dt_a ; //
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+
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+ Texture2D s_dn_r ; //
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+ Texture2D s_dn_g ; //
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+ Texture2D s_dn_b ; //
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+ Texture2D s_dn_a ; //
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+
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+ //////////////////////////////////////////////////////////////////////////////////////////
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+ // Lighting/shadowing phase //
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+
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+ //sampler smp_material;
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+
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+ //uniform sampler2D s_depth; //
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+ #ifdef USE_MSAA
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+ Texture2DMS s_position ; // smp_nofilter or Load
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+ Texture2DMS s_normal ; // smp_nofilter or Load
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+ #else
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+ Texture2D s_position ; // smp_nofilter or Load
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+ Texture2D s_normal ; // smp_nofilter or Load
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+ #endif
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+ Texture2D s_lmap ; // 2D/???cube projector lightmap
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+ Texture3D s_material ; // smp_material
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+ //uniform sampler1D s_attenuate; //
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+
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+
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+ //////////////////////////////////////////////////////////////////////////////////////////
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+ // Combine phase //
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+ #ifdef USE_MSAA
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+ Texture2DMS s_diffuse ; // rgb.a = diffuse.gloss
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+ Texture2DMS s_accumulator ; // rgb.a = diffuse.specular
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+ #else
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+ Texture2D s_diffuse ; // rgb.a = diffuse.gloss
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+ Texture2D s_accumulator ; // rgb.a = diffuse.specular
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+ #endif
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+ //uniform sampler2D s_generic; //
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+ Texture2D s_bloom ; //
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+ Texture2D s_image ; // used in various post-processing
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+ Texture2D s_tonemap ; // actually MidleGray / exp(Lw + eps)
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+
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+
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+ #endif // #ifndef common_samplers_h_included
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